virtual reality is the use of an output device like a headset that allows them to view a virtual world. Input devices like controllers and microphones are often used to affect this world.
DESCRIBE any IT processes that are related to your topic.
Augmented reality is a process that can be connected to virtual reality. In augmented reality, the user participates with a headset or some other wearable output device, through which the virtual reality is displayed along with the user’s surroundings. This enables users to interact with both through a plethora of input devices like controllers.
EVALUATE the Strand 1 issues and impacts. (All claims must be supported by evidence and real life examples).
The main Strand 1 issue that exists with virtual reality therapy is that of the interaction between people and machines. While this can be beneficial in helping those who experience anxiety and fears, it must be exercised with caution so as not to again traumatise victims. In the case of Michael Rosenzwieg, virtual reality therapy was no doubt a boon. He overcame his fear of flight due to multiple exposures to “flying” via simulation, using a headset and the touchscreen of a tablet. For him, virtual reality therapy was positive because it saves him money on future flights that he might have otherwise decided to exit early because of his fear and is less expensive than real-life stimuli. Additionally, virtual reality therapy was far safer and there was no fear that the physical effects of his fear might endanger his health because it was all done within the clinic. In contrast, for veterans who have PTSD and attend a clinic in Joplin for the “Bravemind” system, there are serious concerns. For prolonged exposure therapy, veterans are exposed repeatedly to the source of their trauma with the aid of controllers and various output devices like a headset and moving floor. However, the technicians who use the equipment are not doctors, but psychologists and social workers and many of the patients are referred from doctors. If someone who is not familiar with the medical history of the patient might trigger the patient’s PTSD and make the condition worse. This would cause treatment to become more expensive for the patient, as well as longer. Therefore, the interaction between people and machines seen in virtual reality therapy is primarily positive in curing the patient and saving him or her money, but must be used with extreme care so that the patient does not suffer a relapse or have his or her condition worsen or lose more money in treatment.
DESCRIBE multiple, specific real life examples that relate to your topic.
Michael Rosenzweig used a virtual reality headset to get over his severe fear of flying in airplanes. By repeatedly experiencing flight simulations in a controlled environment and learning more about air safety, he was no longer afraid. His fear was cured, says his doctor, because his brain perceived virtual reality as the real world and virtual reality trained it to respond better and more calmly to being in an airplane.
In Joplin, a clinic is equipped with virtual reality capabilities to treat veterans who suffer from PTSD. The “Bravemind” system uses the floor, a headset, and a controller, as well as an olfactory output device to immerse a patient in a virtual world that is similar to the cause of their PTSD as part of prolonged exposure theory, which trains the mind to handle the stimuli less violently over the course of time.
The common health problems of anxiety and stress can now be alleviated using virtual realitysoftware that operates using a special controller that measures your breaths. This is meant to encourage you to breath more evenly in order to get around in the game, which, ultimately, helps with meditation and other methods of relieving stress.
COMPARE how your topic relates to the 2010 HL Paper 3 Oobunta Case Study. Give an account of the similarities between the two, referring to both of them throughout. Ensure that you make direct reference to the case study booklet using line numbers appropriately.
In the 2010 HL Paper 3 Oobunta Case Study, there is a lack of IT systems that can treat mental illnesses and conditions such as trauma and fears. Virtual reality therapy fulfills that need for many areas that have a similar problem. Thus, between both cases, despite geographical difference, the health issues at stake are very much the same In both, there can be a deficit of trained staff with advanced medical knowledge (as can be seen with the sole health worker in Village B in line 47) as well as the necessary technology (there is none in Village C in line 51).
IDENTIFY and embed at least three videos, three graphics, and three recent and relevant articles or studies from relevant sources.
virtual reality is the use of an output device like a headset that allows them to view a virtual world. Input devices like controllers and microphones are often used to affect this world.
DESCRIBE any IT processes that are related to your topic.
Augmented reality is a process that can be connected to virtual reality. In augmented reality, the user participates with a headset or some other wearable output device, through which the virtual reality is displayed along with the user’s surroundings. This enables users to interact with both through a plethora of input devices like controllers.
EVALUATE the Strand 1 issues and impacts. (All claims must be supported by evidence and real life examples).
The main Strand 1 issue that exists with virtual reality therapy is that of the interaction between people and machines. While this can be beneficial in helping those who experience anxiety and fears, it must be exercised with caution so as not to again traumatise victims.
In the case of Michael Rosenzwieg, virtual reality therapy was no doubt a boon. He overcame his fear of flight due to multiple exposures to “flying” via simulation, using a headset and the touchscreen of a tablet. For him, virtual reality therapy was positive because it saves him money on future flights that he might have otherwise decided to exit early because of his fear and is less expensive than real-life stimuli. Additionally, virtual reality therapy was far safer and there was no fear that the physical effects of his fear might endanger his health because it was all done within the clinic.
In contrast, for veterans who have PTSD and attend a clinic in Joplin for the “Bravemind” system, there are serious concerns. For prolonged exposure therapy, veterans are exposed repeatedly to the source of their trauma with the aid of controllers and various output devices like a headset and moving floor. However, the technicians who use the equipment are not doctors, but psychologists and social workers and many of the patients are referred from doctors. If someone who is not familiar with the medical history of the patient might trigger the patient’s PTSD and make the condition worse. This would cause treatment to become more expensive for the patient, as well as longer.
Therefore, the interaction between people and machines seen in virtual reality therapy is primarily positive in curing the patient and saving him or her money, but must be used with extreme care so that the patient does not suffer a relapse or have his or her condition worsen or lose more money in treatment.
DESCRIBE multiple, specific real life examples that relate to your topic.
Michael Rosenzweig used a virtual reality headset to get over his severe fear of flying in airplanes. By repeatedly experiencing flight simulations in a controlled environment and learning more about air safety, he was no longer afraid. His fear was cured, says his doctor, because his brain perceived virtual reality as the real world and virtual reality trained it to respond better and more calmly to being in an airplane.
In Joplin, a clinic is equipped with virtual reality capabilities to treat veterans who suffer from PTSD. The “Bravemind” system uses the floor, a headset, and a controller, as well as an olfactory output device to immerse a patient in a virtual world that is similar to the cause of their PTSD as part of prolonged exposure theory, which trains the mind to handle the stimuli less violently over the course of time.
The common health problems of anxiety and stress can now be alleviated using virtual realitysoftware that operates using a special controller that measures your breaths. This is meant to encourage you to breath more evenly in order to get around in the game, which, ultimately, helps with meditation and other methods of relieving stress.
COMPARE how your topic relates to the 2010 HL Paper 3 Oobunta Case Study. Give an account of the similarities between the two, referring to both of them throughout. Ensure that you make direct reference to the case study booklet using line numbers appropriately.
In the 2010 HL Paper 3 Oobunta Case Study, there is a lack of IT systems that can treat mental illnesses and conditions such as trauma and fears. Virtual reality therapy fulfills that need for many areas that have a similar problem. Thus, between both cases, despite geographical difference, the health issues at stake are very much the same In both, there can be a deficit of trained staff with advanced medical knowledge (as can be seen with the sole health worker in Village B in line 47) as well as the necessary technology (there is none in Village C in line 51).
IDENTIFY and embed at least three videos, three graphics, and three recent and relevant articles or studies from relevant sources.
Articles
__http://philadelphia.cbslocal.com/2016/01/08/health-virtual-reality-being-used-to-help-people-conquer-real-world-fears/__
__http://www.neoshodailynews.com/article/20151112/NEWS/151119579__
__http://techcrunch.com/2016/01/06/virtual-reality-therapy-treating-the-global-mental-health-crisis/__
Videos
Vivid Vision Founder James Blaha Hopes His Virtual Reality Games Will Create New Solutions For Vision Therapy
Virtual Reality Being Used To Help People Conquer Real World Fears
Virtual Reality Treatment Relieve Amputee's Phantom Pain
Bold ITGS Key Terms and CITE ALL sources appropriately in the text, in a bibliography, and at the end of the page with Easybib.
Works Cited
Linux Kernel and Gaming Input-output Latency. Digital image. Wikimedia Commons. Wikimedia Commons, 11 Sept. 2014. Web. 20 Jan. 2016.
Livescience, "Virtual Reality Treatment Relieve Amputee's Phantom Pain." Video. Livescience. 25 Feb. 2014. Web. 20 Jan. 2016.
Senson, Alex. "Virtual Reality Therapy: Treating The Global Mental Health Crisis." TechCrunch Network. AOL, 6 Jan. 2016. Web. 20 Jan. 2016.
Stahl, Stephanie. "Health: Virtual Reality Being Used To Help People Conquer Real World Fears." CBS Philly. CBS, 8 Jan. 2016. Web. 20 Jan. 2016.
Teslasuit. Diagram of Teslasuit. Digital image. Engineering. Engineering, 14 Jan. 2016. Web. 20 Jan. 2016.
Tsai, Diana. "Vivid Vision Founder James Blaha Hopes His Virtual Reality Games Will Create New Solutions For Vision Therapy." Video. Time. Time. 5 Jan. 2016. Web. 20 Jan. 2016.